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314 lines
12 KiB
314 lines
12 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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#ifndef PLAVBRAINGENERIC_INC |
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#define PLAVBRAINGENERIC_INC |
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// base class |
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#include "plAvBrain.h" |
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#include "plAGAnim.h" |
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class plAnimStage; |
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class plAnimStageVec; |
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class plAvBrainGenericMsg; |
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class plHorizontalFreezeAction; |
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class plNotifyMsg; |
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/** \class plAvBrainGeneric |
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The generic brain is designed to manage complex (and simple) sequences of animations |
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used in detailed puzzle sequences and the like. |
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It implements a model wherein each animation is wrapped in an plAnimStage object, |
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which provides different means of user input, support for loop types, callbacks |
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at significant events, and scripted control of stage transitions. |
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Detailed object interactions such as climbing, sitting, interacting with levers, |
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and the like are all handled by generic brains with varying stages. |
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*/ |
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class plAvBrainGeneric : public plArmatureBrain |
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{ |
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public: |
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/** \enum BrainType |
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Sometimes the brains are truly generic and opaque, and sometimes |
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we need to be able to tell "what this brain does" at a summary level. |
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This enum lists our current standard brain types. |
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This data is not used internally by the brain; it's just stored |
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for the user. */ |
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enum BrainType { |
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kGeneric, /// type was not specified |
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kLadder, /// it's a ladder brain |
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kSit, /// it's a sit brain |
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kSitOnGround, /// sit on the ground emote |
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kEmote, /// yeah yeah |
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kAFK, |
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kNumBrainTypes, |
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kNonGeneric = kNumBrainTypes /// If we ask the avatar what its current generic type is, |
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/// we use this to signify that it's not currenty using |
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/// a generic brain. |
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}; |
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/** \enum ExitFlag |
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The default behavior for a generic brain is to exit when all its |
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stages are completed. This set of bitwise indices defines other |
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conditions which can be used to exit a brain. |
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Note: For now, we're restricting the SDL for this to a byte. Change that if you add |
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too many flags. |
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*/ |
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enum ExitFlag { |
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kExitNormal = 0, // for completeness; use this when you don't have an exit condition |
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kExitAnyTask = 0x01, // exit if anyone sends us a task |
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kExitNewBrain = 0x02, // exit if anyone sends us a new brain |
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kExitAnyInput = 0x04, // exit if we get any input control events |
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kExitMaxFlag = 0x08 |
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}; |
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enum MoveMode { |
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kMoveAbsolute, // the animations are taken to be in world coordinates |
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kMoveRelative, // the animation is played as if the starting point is the origin |
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kMoveNormal, // the avatar root is moved by translating the animation to velocity |
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kMoveStandstill, // the avatar root is held immobile |
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kMaxMoveMode, |
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kForceSize = 0xff |
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}; |
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enum Mode{ |
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kEntering = 0x01, // seeking, loading, or within the "enter" animation |
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kNormal = 0x02, // undistinguished animations are running |
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kFadingIn = 0x03, // fading in first stage; not running |
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kFadingOut = 0x04, // fading out last stage; not running |
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kExit = 0x05, // exit observing animation fadeouts, etc. |
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kAbort = 0x06, // exit immediately without updating animations |
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kMaxMode = 0x07, |
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kModeSize = 0xff |
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} fMode; |
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static const hsScalar kDefaultFadeIn; |
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static const hsScalar kDefaultFadeOut; |
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/** Default constructor for the class factory and descendants. */ |
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plAvBrainGeneric(); |
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/** Canonical constructor - use this. |
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\param stages A vector of stages to use for this brain. Will be copied |
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into our internal vector. |
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\param enterMessage A message to send when the brain enters begins playing. |
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If you need finer control over callbacks, use stage callbacks. |
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\param exitMessage A message to send when the brain exits. |
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\param recipient Callbacks from the brain *and* the stages is sent to this key. |
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\param exitFlags A combination of exit conditions from the ExitFlag enum */ |
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plAvBrainGeneric(plAnimStageVec *stages, plMessage *enterMessage, plMessage *exitMessage, |
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plKey recipient, UInt32 exitFlags, float fadeIn, float fadeOut, MoveMode moveMode); |
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/** Simplified constructor |
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\param exitFlags Indicates which conditions will cause the brain to exit. |
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\param fadeIn Rate (in blend units per second) of initial animation fade in. |
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\param fadeOut Rate (in blend units per second) of final animation fade out. |
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*/ |
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plAvBrainGeneric(UInt32 exitFlags, float fadeIn, float fadeOut, MoveMode moveMode); |
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/** Virtual destructor */ |
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virtual ~plAvBrainGeneric(); |
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static hsBool fForce3rdPerson; |
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/** Attaches our current stage and takes control of the armature. Note that |
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the brain may be in a "half-finished" state -- we may be receiving some |
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complex state from another client and therefore pushing on a brain that |
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is in the middle of its third stage, for example. */ |
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virtual void Activate(plArmatureModBase *avMod); |
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/** Advance the current stage and swap in a new stage if necessary. */ |
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virtual hsBool Apply(double timeNow, hsScalar elapsed); |
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/** Remove all our stages and release control of the armature. */ |
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virtual void Deactivate(); |
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virtual plKey GetRecipient(); |
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virtual void SetRecipient(const plKey &recipient); |
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/** Send a notify message to our recipient. |
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Some brains, such as the coop, will use this opportunity to add annotations |
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to the notify. */ |
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virtual bool RelayNotifyMsg(plNotifyMsg *msg); |
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/** We're leaving the age. Clean up. */ |
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virtual hsBool LeaveAge(); |
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virtual hsBool IsRunningTask(); |
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/** Compare the names of the anims in our stages. |
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Return true on a match (order matters). */ |
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bool MatchAnimNames(const char *names[], int count); |
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/** Add the given stage to the end of the stage sequence. |
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Returns the zero-based index of the stage. |
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*/ |
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int AddStage(plAnimStage *stage); |
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/** The sequence number of the *given* stage -- not the current stage. Useful |
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if you have a pointer to a stage and want to find out where in the sequence |
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it lives. Notice that since stage transitions can be nonlinear, there is |
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no guarantee that this will be the nth stage to play, or that it will play |
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at all. */ |
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int GetStageNum(plAnimStage *stage); |
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/** Get the sequence number of the stage that's currently playing. */ |
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int GetCurStageNum(); |
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void SetCurStageNum(int num) { fCurStage = num; }; |
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/** How many stages are in this brain? */ |
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int GetStageCount(); |
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/** Retrieve a stage via a sequence number. Returns nil if no such stage exists |
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Be extremely careful about retaining this pointer, as it may be deleted at |
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any time. */ |
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plAnimStage * GetStage(int which); |
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/** Retrieve a pointer to the currently executing stage.Returns nil if no such stage exists |
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Be extremely careful about retaining this pointer, as it may be deleted at |
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any time. */ |
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plAnimStage * GetCurStage(); |
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/** Set the user-specified type of the brain. Has no effect on brain behavior; |
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just a poor man's dynamic type system */ |
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BrainType SetType(BrainType newType); |
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/** Get the user-specified type of the brain. Has no effect on brain behavior; |
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for external reference only. */ |
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BrainType GetType(); |
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/** Is the brain moving "generally" forward? This is a fairly poorly-defined concept |
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that is only used by stages that have "auto" progress types, i.e. they |
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move forward if the brain is moving forward, and move backward if the brain |
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is moving backward. |
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/deprecated Avoid. will probably be deleted. */ |
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bool GetForward() const { return fForward; } |
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bool GetReverseFBControlsOnRelease() const { return fReverseFBControlsOnRelease; }; |
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void SetReverseFBControlsOnRelease(bool val) { fReverseFBControlsOnRelease = val; }; |
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/** Returns a pointer to the message we will send when we start our brain. |
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Returns nil if there is no such message *or* if it has already been sent. |
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/bug This message is destructed after being delivered, so we need to |
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nil this pointer after sending it. |
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*/ |
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plMessage* GetStartMessage() const { return fStartMessage; } |
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/** Returns a pointer to the message we will send when we finish our brain. |
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Returns nil if there is no such message *or* if it has already been sent. |
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/bug This message is destructed after being delivered, so we need to |
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nil this pointer after sending it. |
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*/ |
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plMessage* GetEndMessage() const { return fEndMessage; } |
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/** Returns the bitvector holding our exit conditions. |
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/sa plAvBrainGeneric::ExitFlags */ |
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UInt32 GetExitFlags() const { return fExitFlags; } |
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plAGAnim::BodyUsage GetBodyUsage(); |
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void SetBodyUsage(plAGAnim::BodyUsage bodyUsage); |
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Mode GetMode() { return fMode; } |
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void SetMode(Mode mode) { fMode = mode; } |
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float GetFadeIn() { return fFadeIn; } |
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float GetFadeOut() { return fFadeOut; } |
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MoveMode GetMoveMode() { return fMoveMode; } |
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/** Output the brain's status to the avatar debug screen. */ |
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virtual void DumpToDebugDisplay(int &x, int &y, int lineHeight, char *strBuf, plDebugText &debugTxt); |
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// plasma protocol |
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hsBool plAvBrainGeneric::MsgReceive(plMessage *msg); |
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CLASSNAME_REGISTER( plAvBrainGeneric ); |
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GETINTERFACE_ANY( plAvBrainGeneric, plArmatureBrain ); |
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virtual void Read(hsStream *stream, hsResMgr *mgr); |
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virtual void Write(hsStream *stream, hsResMgr *mgr); |
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protected: |
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///////////////////////////////////////////////////////////////////////////////////// |
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// |
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// CODE |
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// |
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///////////////////////////////////////////////////////////////////////////////////// |
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hsBool IHandleGenBrainMsg(const plAvBrainGenericMsg *msg); |
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hsBool IHandleTaskMsg(plAvTaskMsg *msg); |
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bool IBrainIsCompatible(plAvBrainGeneric *otherBrain); |
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float IGetAnimDelta(double time, float elapsed); // how far should we move our animation this frame? |
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hsBool IProcessNormal(double time, float elapsed); |
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hsBool IProcessFadeIn(double time, float elapsed); |
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hsBool IProcessFadeOut(double time, float elapsed); |
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hsBool ISwitchStages(int oldStage, int newStage, float delta, hsBool setTime, hsScalar newTime, |
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float fadeNew, hsScalar fadeOld, double worldTime); |
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void IEnterMoveMode(double time); // we've just entered and we're about to begin animating. |
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void IExitMoveMode(); // we're done animating; clean up |
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///////////////////////////////////////////////////////////////////////////////////// |
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// |
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// DATA |
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// |
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///////////////////////////////////////////////////////////////////////////////////// |
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plKey fRecipient; // this guy gets all new notify messages |
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plAnimStageVec *fStages; // all the stages in our animation |
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int fCurStage; // which stage are we playing? (zero-based) |
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BrainType fType; // what type of brain are we? |
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UInt32 fExitFlags; // what will cause us to exit? |
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plHorizontalFreezeAction *fCallbackAction; |
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bool fForward; // are we currently moving forward or backward through the stages? |
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// this is used by the "auto-" movement types in the stages |
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plMessage *fStartMessage; // send this message when our brain is activated |
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plMessage *fEndMessage; // send this message when our brain is deactivated |
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bool fReverseFBControlsOnRelease; // Tells the armature that we want to reverse the forward/backward controls |
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// if both are released. The armatureMod will tell us if this has actually happened |
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float fFadeIn; // if non-zero, the rate to fade in the first animation |
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float fFadeOut; // if non-zero, the rate to fade out the last animation |
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MoveMode fMoveMode; // how are we translating animation movement to |
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// movement in the world? |
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plAGAnim::BodyUsage fBodyUsage; // how much of the body does this brain use? |
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// this is based strictly on compatibility; i.e. a brain |
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// that uses only the lower body might still animate the |
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// hands, but it is guaranteed to look right when overlaid |
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// by an anim that uses only the upper body. |
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}; |
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#endif // PLAVBRAINGENERIC_INC
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